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Game Controls and Interface
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Form follows function. Louis Henri Sullivan Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice. Next Generation Magazine, January 1997 Make the interaction natural, so you press the right key or move the joystick without even thinking. K-Power Magazine, April 1984 The simpler you can make the control of the game, the more playable it is. Compute Magazine, January 1992 Don't ever take control away from the joypad/keyboard unless you really want to piss off the player. When you press jump, make him jump. Fight animators or anyone else who tries to get you to do anything else. Instant response is key. Dave Perry (Adapted) Next Generation Magazine, January 1997 If a player has to take his mind off your game to think about the controls, the illusion is lost, concentration is broken, and you have lost your player. Duane Alan Hahn To me there are two kinds of impossible games. There's the kind where the skill level is just beyond my meager skills, and there's the kind that's artificially difficult because of bad design or controls. Joe Santulli from Digital Press
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< Back to the Game Design Depository hub page
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Other Pages in this Section |
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Alternatives to Constant Restarting Game Controls and Interface
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Planning and Editing Your Designs Good Games are not a Waste of Time
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Disclaimer Read these quotes and any adapted quotes at your own risk. (An adapted quote is a quote I have edited in some way to make it clearer or shorter so I can understand it better.) View this page and any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other.
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